Adds pronouns, guildName, and guildDescription fields to the player
profile. A new Character tab provides an in-game view/edit panel for
character and guild lore.
Closes#16
Each adventurer tier now has a unique baseCost that scales ~7x per
tier (L1: 10 → L32: ~2.5e27). The per-count scaling factor (1.15×)
is unchanged.
Closes#10
Quests now have a random chance of failing when their timer expires.
On failure the quest resets to available (no rewards lost, just time).
Failure chance scales by zone: 10% in Verdant Vale up to 40% in the
end-game zones. The Quest type gains lastFailedAt so the UI can show
a warning on subsequent attempts.
Adds two new game systems: Exploration (scouts collect materials from
timed area runs) and Crafting (combine materials into permanent
multipliers). Includes 72 exploration areas, 54 materials, 36 recipes,
and 108 new Codex lore entries. Removes unused characterName requirement
from prestige/transcendence/apotheosis reset flows.
- PublicProfileResponse now includes transcendenceCount and apotheosisCount
- ProfileSettings adds showTranscendence and showApotheosis toggles (both on by default)
- Profile page displays ✨ Apotheosis, 🌌 Transcendence, and ⭐ Prestige badges in that order
- EditProfileModal exposes the two new visibility toggles under Current Run settings
- Styled to match the resource bar badges (gold for apotheosis, purple for transcendence)
Apotheosis is the ultimate reset — wipes absolutely everything
including prestige and transcendence — in exchange for a pure
bragging-rights badge. No mechanical benefit whatsoever.
Unlock condition: all 15 Transcendence echo upgrades purchased.
Can be achieved multiple times; each cycle requires repurchasing
all Transcendence upgrades again.
What survives: Codex lore entries and lifetime profile statistics.
What is wiped: resources, prestige, runestones, transcendence data
(echoes, echo upgrades, multipliers), equipment, upgrades, bosses,
quests, zones, adventurers, achievements.
New files: Apotheosis.ts type, apotheosis service, apotheosis route,
ApotheosisPanel.tsx component.
Modified: GameState (apotheosis field), Api.ts, types/index.ts,
prestige service (carry apotheosis), transcendence service (carry
apotheosis), game.ts anti-cheat (cap apotheosis count), API client,
GameContext (apotheosis() function), GameLayout (new tab), ResourceBar
(gold apotheosis badge shown above transcendence and prestige badges),
styles.css, AboutPanel how-to-play.
Also removes IDEAS.md — all planned features are now implemented!
Introduce six lifetime stat fields (gold, clicks, bosses, quests,
adventurers, achievements) that accumulate across all prestige and
transcendence resets and are never cleared.
- schema: add six new Float fields to the Player model
- prestige route: capture current-run totals and increment lifetime
fields before resetting per-run counters to zero
- profile route: return lifetime fields as the All Time section data;
add four new ProfileSettings toggles for visibility control
- ProfilePage: display lifetime bosses/quests/adventurers/achievements
in All Time section; remove GameProvider dependency by importing
formatNumber directly (fixes crash on public profile pages)
- EditProfileModal: add four new All Time stat toggles
- types: update Player, ProfileSettings, and PublicProfileResponse
Implements a full in-game Codex panel that tracks lore discovery across
seven categories: bosses (72), quests (95), zones (18), equipment (65),
adventurer tiers (32), upgrades (57), and prestige upgrades (25).
Lore entries unlock automatically as players progress — existing
completions are retroactively and silently added on first load. New
discoveries trigger a toast notification and badge counter on the
Codex tab.
Adds a new Utility category to the prestige shop with the "Autonomous Ascension" upgrade (100 runestones). Once purchased, a toggle button appears in the shop that enables automatic prestige — the client RAF loop checks the threshold on each tick and fires the prestige API automatically using the current character name.
✨ This feature was implemented with help from Hikari~ 🌸
- Define EquipmentSet type + computeSetBonuses utility in packages/types
- Add setId field to Equipment type and assign sets to 27 equipment items
- Create 9 named equipment sets (Iron Vanguard → Eternal Throne) with 2pc/3pc bonuses
- Apply set combat multiplier in boss route
- Apply set gold/click multipliers in tick engine and click handler
- Include set bonuses in anti-cheat delta validation
- Show active set bonus strip + set badge per card in EquipmentPanel
- Add boss first-kill bounty runestones (scaling 1–10 per boss tier)
- Update AboutPanel and IDEAS.md
- New GET /about API endpoint caches Gitea releases for 5 minutes
- AboutPanel displays client version (via Vite define), API version, collapsible changelog, and How to Play guide
- GiteaRelease and AboutResponse types added to shared package
Three PST-midnight-resetting challenges generated deterministically per
day from click, boss, quest, and prestige types. Progress tracked
server-side for bosses and prestige, client-side for clicks and quests.
Crystal rewards awarded on completion and preserved through prestige resets.
- Expand content to 18 zones, 72 bosses, 95 quests, 32 adventurer tiers
- Add prestige shop with 24 runestone upgrades across 5 categories
- Add PrestigeUpgrade type, data files, API routes, and frontend panel
- Fix offline earnings to include equipment and runestone multipliers
- Add offline essence calculation alongside offline gold
- Update OfflineModal to display both gold and essence earned
- Add IDEAS.md for tracking planned features
Option A — state validation on every save:
- Cap all resources to RESOURCE_CAP (server enforces, not just client)
- Block boss status rollback (defeated can't become non-defeated)
- Block quest status rollback (completed can't become non-completed)
- Block achievement rollback (unlockedAt can't be cleared or future-dated)
- Block prestige count rollback (count can only go up)
Option D — HMAC signed save chain:
- Server signs the saved state with ANTI_CHEAT_SECRET (env var)
- Signature returned from both /game/load and /game/save
- Client stores signature in localStorage, sends it with every save
- Server verifies signature matches the previous DB state before accepting
- Gracefully degrades: if secret unset or first save, checks are skipped
Both options combine: a valid signature doesn't bypass A-validation;
A-validation runs regardless and silently corrects tampered fields.
- Add user-configurable number format (suffix/scientific/engineering)
- Suffix: K/M/B/T through Dc (1e33), then letter-based a/b/c... indefinitely
- Scientific: 1.23e15 style via toExponential
- Engineering: exponent always a multiple of 3 (1.23E15)
- Stored in ProfileSettings, fetched from profile API on load
- Picker UI in EditProfileModal with live examples
- Cap all resource accumulation at 1e300 (RESOURCE_CAP constant)
- Per-resource FULL badge with tooltip in ResourceBar
- Amber notice strip when any resource is at cap
- handleClick also respects the cap
- Make EditProfileModal scrollable with viewport margin
- Flex column layout with sticky header, scrollable form body
- Bio textarea preserved as resizable with min-height
- Fix ReferenceError: formatNumber not defined in BossPanel/AchievementPanel
- Pass formatNumber as prop to BossCard and AchievementCard
- Pass formatNumber as parameter to conditionDescription
Zones now unlock in strict linear order. Each zone requires both the
final boss AND the final quest of the previous zone to be completed:
Verdant Vale → Shattered Ruins (forest_giant + ancient_ruins)
Shattered Ruins → Frozen Peaks (elder_dragon + dragon_lair)
Frozen Peaks → Shadow Marshes (void_titan + storm_citadel)
Shadow Marshes → Volcanic Depths (mud_kraken + plague_ruins)
Volcanic Depths → Astral Void (phoenix_lord + the_forge)
- Zone type gains `unlockQuestId` field alongside `unlockBossId`
- boss.ts checks both conditions before unlocking zone on boss defeat
- tick.ts checks both conditions and unlocks zones + first boss on
quest completion if the boss condition is already met
- GameContext optimistic update also respects dual-condition logic
- BossPanel zone-gate hints now show both "⚔️ Defeat: X & 📜 Complete: Y"
- game.ts backfill syncs unlockQuestId and re-verifies zone status
using both conditions, reverting incorrectly-unlocked saves
- 6 zones (up from 3): Shadow Marshes, Volcanic Depths, Astral Void
- 18 bosses (up from 4): 3 per zone with zone-based sequential unlock
- 24 quests (up from 9): 3-4 per zone, reorganised by zone
- 15 adventurer tiers (up from 10): Shadow Assassin through Divine Champion
- 28 equipment pieces (up from 12): boss drops + purchasable with essence/crystals
- 24 upgrades (up from 13): crystal-cost upgrades + new adventurer upgrades
- 22 achievements (up from 14): new milestones for bosses, quests, gold, armies
- Purchasable equipment system: buy items directly with essence or crystals
- Crystal-cost upgrades: spend crystals on global and click power boosts
- Zone-based boss progression: defeating a zone's last boss unlocks the next zone
Exposes four new stats on public profiles (bosses defeated, quests
completed, adventurers recruited, achievements unlocked) with
corresponding visibility toggles. The edit modal now auto-populates
the character name, bio, and settings from the server on open.
- Equipment system: 12 items across weapon/armour/trinket slots with
common/rare/epic/legendary rarities; starter commons auto-equipped,
higher tiers drop from boss victories
- Achievement system: 15 milestones with typed conditions; checked
each tick and crystal rewards applied automatically
- Achievement toast: slide-in notification, auto-dismisses after 4s
- Floating click text: +X gold floats on each manual click
- Expanded quests (9 total) and upgrades (12 total)
- Upgrade panel now shows locked upgrades so players can see their
progression path
- formatNumber utility (K/M/B/T) used consistently across all panels
- Backfill logic for existing saves to add new content gracefully
- types package now emits .d.ts declarations
Sets up the full monorepo with pnpm workspaces. Includes shared types
package, Hono API with Discord OAuth/JWT auth, Prisma v6 + MongoDB
Atlas, and React + Vite frontend with game loop, five tabs, and
Discord-linked save/load.